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Animating the F-14


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#1 Fighting Phantom

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Posted 11 November 2006 - 10:37 PM

I've been trying to figure out how to make the F-14's wings move but I can't seem to get it right. I made the animations but i don't know how to do the art code. Anyone got any ideas?

Object F14test

; *** ART Parameters ***
  SelectPortrait		 = F14_L
  ButtonImage			= F14
  
  UpgradeCameo1 = Upgrade_AmericaLaserMissiles
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
  
  Draw				   = W3DModelDraw ModuleTag_01
 
	DefaultConditionState
	  Model			   = F14test
	  IdleAnimation	   = F14_SKL.AISTNG_STA
	  AnimationMode			 = ONCE
	  AnimationSpeedFactorRange = 0.8 1.2
	  TransitionKey			 = TRANS_Stand
	  WeaponLaunchBone = PRIMARY WeaponA
	End

	ConditionState		= JETEXHAUST
	; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End

	ConditionState		= JETEXHAUST JETAFTERBURNER
	; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	; afterburner
	  ShowSubObject	   = BurnerFX01 BurnerFX02
	  ParticleSysBone	 = Engine01 JetLenzflare
	  ParticleSysBone	 = Engine02 JetLenzflare
	End

	ConditionState		= REALLYDAMAGED
	  Model			   = F14test_D
	; damage
	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
	End
	
	ConditionState		= REALLYDAMAGED JETEXHAUST
	  Model			   = F14test_D
	; damage
	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
	; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End

   ConditionState	= MOVING
	  Animation	   = F14_SKL.AISTNG_RNA
	  AnimationMode   = LOOP
	  Flags		   = RANDOMSTART
	  TransitionKey   = TRANS_Moving
	  ParticleSysBone = None InfantryDustTrails
	End

	TransitionState			 = TRANS_Stand TRANS_Moving
	  Animation				 = F14_SKL.AISTNG_DR1
	  AnimationMode			 = ONCE
	  AnimationSpeedFactorRange = 5.0 5.0
	End

	TransitionState			 = TRANS_Moving TRANS_Stand
	  Animation				 = F14_SKL.AISTNG_RD2
	  AnimationMode			 = ONCE
	  AnimationSpeedFactorRange = 2.0 2.0
	End

	ConditionState		= REALLYDAMAGED JETEXHAUST JETAFTERBURNER
	  Model			   = AVTomcat_D
	; damage
	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
	; afterburner
	  ShowSubObject	   = BurnerFX01 BurnerFX02
	  ParticleSysBone	 = Engine01 JetLenzflare
	  ParticleSysBone	 = Engine02 JetLenzflare
	; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End

	ConditionState		= RUBBLE
	  Model			   = AVTomcat_D1
	  HideSubObject	   = None 
	  ShowSubObject	   = None
	End

	ConditionState		= RUBBLE JETEXHAUST JETAFTERBURNER
	  Model			   =F14test_D1
	;HideSubObject is needed cause there're inherited from default condition state	  
	  HideSubObject	   = None 
	  ShowSubObject	   = None
	  ParticleSysBone	 = Engine01 JetExhaust
	  ParticleSysBone	 = Engine02 JetExhaust
	; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End

	OkToChangeModelColor = Yes

  End

Edited by Fighting Phantom, 11 November 2006 - 10:39 PM.


#2 stack111

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Posted 15 December 2006 - 10:20 PM

Object F14test

; *** ART Parameters ***
  SelectPortrait		 = F14_L
  ButtonImage			= F14

  UpgradeCameo1 = Upgrade_AmericaLaserMissiles
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_AmericaCountermeasures
 ;UpgradeCameo4 = NONE
 ;UpgradeCameo5 = NONE

  Draw				   = W3DModelDraw ModuleTag_01
	DefaultConditionState
	  Model			   = F14test
	  TransitionKey	   = TRANS_Stand
	  WeaponLaunchBone = PRIMARY WeaponA
	End
	ConditionState		= JETEXHAUST
	  TransitionKey   = TRANS_Moving
   ; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End
	ConditionState		= JETEXHAUST JETAFTERBURNER
   ; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
   ; afterburner
	  ShowSubObject	   = BurnerFX01 BurnerFX02
	  ParticleSysBone	 = Engine01 JetLenzflare
	  ParticleSysBone	 = Engine02 JetLenzflare
	End
	ConditionState		= REALLYDAMAGED
	  Model			   = F14test_D
	  TransitionKey	   = TRANS_Stand_D
   ; damage
	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
	End
	ConditionState		= REALLYDAMAGED JETEXHAUST
	  Model			   = F14test_D
	  TransitionKey	   = TRANS_Moving_D
   ; damage
	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
   ; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End
	TransitionState			 = TRANS_Stand TRANS_Moving
	  Animation				 = F14test.F14test
	  AnimationMode			 = ONCE
	  AnimationSpeedFactorRange = 1.2 1.2
	End

	TransitionState			 = TRANS_Moving TRANS_Stand
	  Animation				 = F14test.F14test
	  AnimationMode			 = ONCE_BACKWARDS
	  AnimationSpeedFactorRange = 1.2 1.2
	End
	TransitionState			 = TRANS_Stand_D TRANS_Moving_D
	  Animation				 = F14test_D.F14test_D
	  AnimationMode			 = ONCE
	  AnimationSpeedFactorRange = 1.2 1.2
	End
	TransitionState			 = TRANS_Moving_D TRANS_Stand_D
	  Animation				 = F14test_D.F14test_D
	  AnimationMode			 = ONCE_BACKWARDS
	  AnimationSpeedFactorRange = 1.2 1.2
	End
	ConditionState		= REALLYDAMAGED JETEXHAUST JETAFTERBURNER
	  Model			   = F14test_D
   ; damage
	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
   ; afterburner
	  ShowSubObject	   = BurnerFX01 BurnerFX02
	  ParticleSysBone	 = Engine01 JetLenzflare
	  ParticleSysBone	 = Engine02 JetLenzflare
   ; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End
	ConditionState		= RUBBLE
	  Model			   = AVTomcat_D1
	  HideSubObject	   = None
	  ShowSubObject	   = None
	End
	AliasConditionState  = RUBBLE JETEXHAUST JETAFTERBURNER
	OkToChangeModelColor = Yes
  End

That should do it
Posted Image
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#3 Fighting Phantom

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Posted 24 December 2006 - 10:38 PM

Awsome thanks, i can't wait to test it out :p

#4 Slye_Fox

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Posted 24 December 2006 - 10:52 PM

I don't hink it would work, you've got no ConditionStates calling up the Transitionstates

#5 Fighting Phantom

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Posted 25 December 2006 - 12:43 AM

It didn't work. I got a serious error when i hit the f14 build button. which is wierd because now that i think about it, i have an F-14, and an F14test object. But i never made build buttons or build set for the f14test. So, the f14test shouldn't have affected the game. i would have only built the original f-14, without the new code. well here's what i have so far.

;------------------------------------------------------
Object F14test

; *** ART Parameters ***
  SelectPortrait		 = F14_L
  ButtonImage			= F14

  UpgradeCameo1 = Upgrade_AmericaLaserMissiles
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

  Draw				   = W3DModelDraw ModuleTag_01
	DefaultConditionState
	  Model			   = F14test
	  TransitionKey	   = TRANS_Stand
	  WeaponLaunchBone = PRIMARY WeaponA
	End
	ConditionState		= JETEXHAUST
	  TransitionKey   = TRANS_Moving
 ; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End
	ConditionState		= JETEXHAUST JETAFTERBURNER
 ; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
 ; afterburner
	  ShowSubObject	   = BurnerFX01 BurnerFX02
	  ParticleSysBone	 = Engine01 JetLenzflare
	  ParticleSysBone	 = Engine02 JetLenzflare
	End
	ConditionState		= REALLYDAMAGED
	  Model			   = F14test_D
	  TransitionKey	   = TRANS_Stand_D
 ; damage
	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
	End
	ConditionState		= REALLYDAMAGED JETEXHAUST
	  Model			   = F14test_D
	  TransitionKey	   = TRANS_Moving_D
 ; damage
	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
 ; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End
	TransitionState			 = TRANS_Stand TRANS_Moving
	  Animation				 = F14mov1.F14testmov1
	  AnimationMode			 = ONCE
	  AnimationSpeedFactorRange = 1.2 1.2
	End

	TransitionState			 = TRANS_Moving TRANS_Stand
	  Animation				 = F14mov2.F14mov2
	  AnimationMode			 = ONCE_BACKWARDS
	  AnimationSpeedFactorRange = 1.2 1.2
	End
	TransitionState			 = TRANS_Stand_D TRANS_Moving_D
	  Animation				 = F14mov1.F14mov1
	  AnimationMode			 = ONCE
	  AnimationSpeedFactorRange = 1.2 1.2
	End
	TransitionState			 = TRANS_Moving_D TRANS_Stand_D
	  Animation				 = F14mov2.F14mov2
	  AnimationMode			 = ONCE_BACKWARDS
	  AnimationSpeedFactorRange = 1.2 1.2
	End
	ConditionState		= REALLYDAMAGED JETEXHAUST JETAFTERBURNER
	  Model			   = F14test_D
 ; damage
	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
 ; afterburner
	  ShowSubObject	   = BurnerFX01 BurnerFX02
	  ParticleSysBone	 = Engine01 JetLenzflare
	  ParticleSysBone	 = Engine02 JetLenzflare
 ; exhaust
	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail
	End
	ConditionState		= RUBBLE
	  Model			   = AVTomcat_D1
	  HideSubObject	   = None
	  ShowSubObject	   = None
	End
	AliasConditionState  = RUBBLE JETEXHAUST JETAFTERBURNER
	OkToChangeModelColor = Yes
  End

Edited by Fighting Phantom, 25 December 2006 - 12:44 AM.


#6 beng

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Posted 24 June 2008 - 02:57 AM

Look to the spectre gunship's draw module for example code, it has swing wing animations.

You could use the ATTACKING model conditionstate in concert with the JetAi AttackLocomotor (see aurora JetAi module) so that it moves faster or slower when attacking and moves its wings accordingly.

Edited by beng, 24 June 2008 - 02:59 AM.





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